using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Runtime.Serialization.Json;
using Babylon.Animations.Skeleton.Serialization;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using SStuff.XnaInterop;

namespace DudeExporter
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);


            var headDiff = Content.Load<Texture2D>("DudeTexturePack/head_diff");
            var headNorm = Content.Load<Texture2D>("DudeTexturePack/head_norm");
            var jacketDiff = Content.Load<Texture2D>("DudeTexturePack/jacket_diff");
            var jacketNorm = Content.Load<Texture2D>("DudeTexturePack/jacket_norm");
            var pantsDiff = Content.Load<Texture2D>("DudeTexturePack/pants_diff");
            var pantsNorm = Content.Load<Texture2D>("DudeTexturePack/pants_norm");
            var upBodyDiff = Content.Load<Texture2D>("DudeTexturePack/upBody_diff");
            var upBodyNorm = Content.Load<Texture2D>("DudeTexturePack/upBody_norm");
            var dude = Content.Load<Model>("dude");
            foreach (var mesh in dude.Meshes)
            {
                for (int i = 0; i < 5; i++)
                {
                    var part = mesh.MeshParts[i];
                    var basic = part.Effect as BasicEffect;
                    var effect = Content.Load<Effect>("BabylonSkinnedEffect").Clone();
                    switch (i)
                    {
                        case 0:
                            effect.Parameters["DiffuseTexture"].SetValue(headDiff);
                            effect.Parameters["BumpTexture"].SetValue(headNorm);
                            break;
                        case 1:
                            effect.Parameters["DiffuseTexture"].SetValue(jacketDiff);
                            effect.Parameters["BumpTexture"].SetValue(jacketNorm);
                            break;
                        case 2:
                            effect.Parameters["DiffuseTexture"].SetValue(pantsDiff);
                            effect.Parameters["BumpTexture"].SetValue(pantsNorm);
                            break;
                        default:
                            effect.Parameters["DiffuseTexture"].SetValue(upBodyDiff);
                            effect.Parameters["BumpTexture"].SetValue(upBodyNorm);
                            break;

                    }
                    part.Effect = effect;
                }
            }
            SkinningData skinningData = dude.Tag as SkinningData;
            var interopDude = InteropModel.FromXnaModel(dude);
            using (var fs = File.Create("dude.bin"))
            using (var writer = new BinaryWriter(fs))
            {
                interopDude.Save(writer);
            }
            DataContractJsonSerializer json = new DataContractJsonSerializer(typeof(SkinningData));
            using (var fs = File.Create("dude_anim.json"))
            {
                json.WriteObject(fs, skinningData);
            }
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
